Designing Interfaces

I just finished watching Steve Jobs: The Lost Interview and I wanted to share an excerpt that is particularly relevant to product designers. The interview was filmed in 1995, 18 months before Steve Jobs returned to Apple and well, you know the rest. In this excerpt, Steve Jobs shares his views on product design team culture and dynamics.
If you like the excerpt, I suggest buying the DVD.


This excerpt had additional meaning for me. A few years ago I had created some polished stone icons for OSX under the GNU public license. Apple contacted me about using the icons and I donated the set to their product development team.

I never understood their interest but interesting coincidence nonetheless.

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With the increasing importance of the product experience as a competitive differentiation, designers need to think about making value connections with their customers. Designing for value requires discipline. Using successful measures of value opportunity will help designers get there.

Originally introduced in 2001 by Craig M. Vogel, Jonathan Cagan, and recently cited in the International Encyclopedia of Ergonomics and Human Factors, Value Opportunities provide the best opportunity to connect with customers in a deeper more meaningful way.

When designing a product experience, consider the following Value Opportunities as a means of measurement to determine if your product experience is hitting the mark. Continue reading Design For Value and Connect With Customers

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On April 3, 2013, I sat on a panel for a special program, sponsored by the PDMA and the Bresslergroup. The program included students from Philadelphia University Masters in Industrial Design program as well as software engineers and product design leaders from around the Philadelphia region.

The program focussed on emerging trends shaping user interface design process with the industrial design process. The panel was moderated by Rob Tannen, Ph.D, Director of Research and Interface Design at the Bresslergroup.

I included a brief summary of the topics we covered below… Continue reading User Interface Design – The Key to Consistently Providing Superior Customer Experience

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Personas

If you look up the definition of persona you will learn there are various types of persona, each different depending on their context of use. There are persona for literature, music, video games, communication studies, psychology, marketing and user experience design. Although their use varies, personas typically include people, actions,  behaviors, a back story, and specific context or scenario.

If you plan to develop and  use persona in your experience design work, make sure you follow a structured approach. Continue reading About Personas

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Finding the right terminology for a product’s features and content can be challenging. This can be especially challenging if the original taxonomy evolved within a highly specialized group or culture. Terminology born under these circumstances can easily be considered jargon and completely foreign to others outside the group.So how do we avoid terms that can be considered jargon? Continue reading Name That Thing Exercise

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When designing a product, terminology can be as important as a product feature or content. Using unrecognizable terms for navigation can make features and content impossible to find. After all, if you can’t find it, it doesn’t exist. To that end, it is generally good UX practice to avoid jargon. But what happens when your users are steeped in jargon?. What should UX practitioners do?
Let’s start with a definition. Merriam-Webster defines jargon as…
Continue reading Jargon guidelines in product design

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by Matt Webb, CEO of the design studio BERG. The studio specialises in product invention and strategy

The following summary was pulled from interconnected.org, Matt Webb’s blog. The article outlines considerations for product designers working on digital or “virtual” products. Here are some key considerations.

A product is just like a product when the product is…

  • shelf demonstrable – their value and utility are self-evident, with no interaction
  • sociable – explainable in a  sentence or 140 characters or less
  • audience specific – fulfilling a known need  or purpose for a defined persona
  • measurable – success metrics are defined, built in and used to inform direction
  • predictable – products should behave as expected. Understand expectations framed by experience and metaphor
  • holistic – the service, brand and product compliment each other throughout the customer experience

Read the original post here…

http://interconnected.org/home/2012/03/08/air_quotes_product

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A few years back I was hired to build an internal UX practice and redesign a legacy ad serving platform for a large Digital Agency. Like all of my projects, I started with highly visible, collaborative customer and technical research. I created the video below to summarize my first 3 months on the job and demonstrate how the research would guide the design.

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Anticipation Explorable Interfaces Metaphors
Autonomy Fitts’ Law Protect the User’s Work
Color Blindness Human-Interface Objects Readability
Consistency Latency Reduction Track State
Defaults Learnability Visible Interfaces
Efficiency of the User Limit Tradeoffs

Designing interfaces can be challenging, especially when working with a large team. Adopting a core set of design principals is a good way to objectively manage team feedback. Bruce Tognazzini’s First Principles of Interaction Design (copyright 2003 by Bruce Tognazzini) to be an excellent foundation to use when designing with large teams…

-Enjoy

Continue reading First Principles of Interaction Design

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